Weeeellll.... not really that correct. MCA has to be pretty much the best move a RPG dev could make, yet it was 'only' sufficient to reach your initial prediction; not better.
That said, I loved your number work. Very interesting analysis and a great job too!
Thanks. MCA was added regardless of funding and it still had a significant increase, which is very interesting and unusual, but I guess MCA's situation and notoriety are already unusual in the first place. Also, the "right moves" I meant back then were the new tiers, new rewards, add-ons, etc. They did include most of the stuff I suggested, and I'm pretty sure it helped.
Not saying they followed
my advice, mind you. Pretty sure a lot of other people asked for that stuff, but thanks to whoever they listened to, they did make a lot of changes I suggested in my analysis:
- At least 2 new tiers between $60 and $80.
- 1 tier between $30 and $50, if possible.
- Digital soundtrack for every pledge of $50 or more.
- Free copies of the first game in some of these tiers.
- A new $90 tier.
- Multiple tier between $200 and $700 to replace the sold out ones as I mentioned.
- Extensive mod tool stretch goal.
A question, if I may: Do you feel Larian correctly 'guessed' how much money the KS could/would land? They added stretch goals for up to 2 million and made that amount, but not much more.
Swen is a guy that's always thinking ahead and is pretty ambitious, and I think he had almost everything in mind, including the $2 milliion. The romance stuff became the 1.85 million stretch goal, and Bubbles had already told us about it in his report from when he visited Larian. That was before the KS campaign IIRC. DM mode is the only one that stands out to me as something that might've been considered later.
Does that mean new potential backers stop backing when the goals have been met, despite the game being cheaper than when it's released? Does it decrease chances of backers from increasing their pledge, just for better rewards instead of 'a bigger game'?
I don't think so, mostly because the EE is coming next month and a lot of people will be playing/finishing the game for the first time. A lot of the players will enjoy the game and look for PayPal pledges to back the sequel.
As for increasing pledges, sometimes it's not possible to purchase some of them after the campaign is over. That'll be up to Larian, but I'm pretty sure the add-ons and most digital tiers without in-game awards should be available for a long time.
They could add a couple of new stretch goals, but it's not clear whether that's still a possibility or not. During yesterday's stream one of the guys at Larian said they were considering new goals if they made $2 million, but shortly after that Swen himself read the same question and said "no". It might be a secret/unconfirmed possibility like the romance stuff, but we don't know yet.
I do think it'll eventually make at least $2.3-2.4 million with PayPal depending on the success of the EE. For instance, TToN has earned ~$775k through post-campaign paypal pledges, but then again, that campaign ended more than 2 years ago, while D:OS2 will only have a year or so.
Would Larian have raised more if they'd immediately asked for more, or added higher tiers right out of the gate?
That's still a big question mark. Do campaigns make more money if they ask for more in the first place? Is there a soft cap on how much you can make if you ask for too little? I don't believe there is a clear answer. Bloodstained asked for $500k and earned 11 times that.
Bard's Tale IV went for $1.250 million and made $1.5. If it didn't harm, it surely didn't help either. That game had multiple reasons for its low funding IMO, which is why the initial goal is not enough to explain these things.
Or do devs just keep adding new stretch goals to prevent any such effect? Haven't really been following a lot of kickstarters... but your numbers tickled my curiosity.
I do get the impression some devs (very few) use an artificial initial goal that wouldn't be enough to fund the game because they're sure it'll make more. Or sometimes it's an honest mistake. In hindsight, we know PoE and WL2 couldn't have been made with their KS funds alone and both studios had to spend some of their own cash. InXile had to spend another $3 million on top of the game's KS funds, for example.